/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
 */

#include "TankPaladinStrategy.h"
#include "Playerbots.h"

class TankPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
    public:
        TankPaladinStrategyActionNodeFactory()
        {
            // creators["seal of vengeance"] = &seal_of_vengeance;
            creators["seal of corruption"] = &seal_of_corruption;
            creators["seal of vengeance"] = &seal_of_vengeance;
            creators["seal of command"] = &seal_of_command;
            creators["hand of reckoning"] = &hand_of_reckoning;
            creators["taunt spell"] = &hand_of_reckoning;
        }

    private:
        // static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
        // {
        //     return new ActionNode("seal of vengeance",
        //         /*P*/ nullptr,
        //         /*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
        //         /*C*/ nullptr);
        // }
        static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("seal of command",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("seal of corruption"), nullptr),
                /*C*/ nullptr);
        }
        static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("seal of corruption",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("seal of vengeance"), nullptr),
                /*C*/ nullptr);
        }

        static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
        {
            return new ActionNode ("seal of vengeance",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
                /*C*/ nullptr);
        }
        ACTION_NODE_A(hand_of_reckoning, "hand of reckoning", "righteous defense");
};

TankPaladinStrategy::TankPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
    actionNodeFactories.Add(new TankPaladinStrategyActionNodeFactory());
}

NextAction** TankPaladinStrategy::getDefaultActions()
{
    return NextAction::array(0,
        new NextAction("shield of righteousness", ACTION_DEFAULT + 0.6f),
        new NextAction("hammer of the righteous", ACTION_DEFAULT + 0.5f),
        new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.4f),
        // new NextAction("avenger's shield", ACTION_NORMAL + 3), 
        // new NextAction("consecration", ACTION_NORMAL + 2),
        new NextAction("melee", ACTION_DEFAULT), 
        NULL);
}

void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
    GenericPaladinStrategy::InitTriggers(triggers);

    triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", ACTION_HIGH), nullptr)));
    triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH + 9), nullptr)));
    // triggers.push_back(new TriggerNode("devotion aura", NextAction::array(0, new NextAction("devotion aura", 90.0f), NULL)));

    triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 5), nullptr)));
    triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, 
        new NextAction("consecration", ACTION_HIGH + 7), 
        new NextAction("avenger's shield", ACTION_HIGH + 6), nullptr)));
    // triggers.push_back(new TriggerNode("avenger's shield", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 7), nullptr)));
    triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("hand of reckoning", ACTION_HIGH + 7), nullptr)));
    // triggers.push_back(new TriggerNode("almost full health", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 4), nullptr)));
    triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 4), nullptr)));
    triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 4), nullptr)));
    triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 4), nullptr)));
    // triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
    triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("hammer of wrath", ACTION_CRITICAL_HEAL), nullptr)));
    triggers.push_back(new TriggerNode(
        "righteous fury",
        NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr)));
    triggers.push_back(new TriggerNode(
        "not facing target",
        NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
    triggers.push_back(new TriggerNode(
        "enemy out of melee",
        NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
}
